Esa the Chinchou(Move your mouse to reveal the content)Esa the Chinchou (open)Esa the Chinchou (close)

ChinchouEsa (F)Type: Water / ElectricWater: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirley amphibious.Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.

Abilities:Volt Absorb (Innate): This Pokemon absorbs all electrical attacks and instead of taking damage, recovering 50% of the damage an electrical attack would have done. A Pokemon that attacks itself with electricity to heal only recieves 25% of the damage that attack would do to itself. Thunder Wave has no effect on the Pokemon.Illuminate (Can be activated): At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash.Water Absorb (Innate ~ DW-LOCKED): This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.

Mosely the Ponyta(Move your mouse to reveal the content)Mosely the Ponyta (open)Mosely the Ponyta (close)

PonytaMosely (F)Type: FireFire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a glow in dark places, takes additional dammage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Run Away(Innate): This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.Flash Fire(Innate): This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.Flame Body(Innate ~DW-LOCKED): This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.

Abilities:Flash Fire: (Passive) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack's Base Attack Power by two (2). Self-targeted attacks do not give the boost.Drought (DW): (Trigger) When this Pokemon is sent out, it summons blistering sunlight that scorches the field and does not end, expending 10 EN to do so. It can re-summon the effect mid-battle for 9 EN with a command.

Milotic(*) [Mirokarosu] (F)Nature: Bold (+1 Def, -1 Atk)Type: WaterWater: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:Marvel Scale: (Passive) This Pokemon's coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).Cute Charm (DW): (Passive) This Pokemon's natural cuteness causes Pokemon of the opposite gender to be attracted to it 30% of the time after striking with a contact move.

Abilities:Prankster: (Passive) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.Infiltrator: (Passive) Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.Chlorophyll (DW): (Passive) During bright sunlight, this Pokemon's cells absorb more solar energy, doubling (x2) their speed.

Steelix [Haganeiru] (M)Nature: Adamant (+1 Atk, -1 SpA)Type: Steel/GroundSteel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

Abilities:Rock Head: (Passive) This Pokemon's hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.Sturdy: (Passive) This Pokemon's body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.Sheer Force (DW): (Toggle) No default effect. When toggled, this Pokemon can energize all its attacks with a secondary effect (These are damaging moves that either lower the target's stats, raise the user's stats, or inflict a status condition on the target). When Enabled, the Base Attack Power of every move with a secondary effect increases by two (2), but they will never have their usual secondary effect.

Togekiss [Togekissu] (F)Nature: Bold (+1 Def, -1 Atk)Type: Normal/FlyingNormal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:Hustle: (Toggle) No default effect. When toggled, this Pokemon puts immense force and speed into its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.Serene Grace: (Passive) This Pokemon has a blessing which doubles the success chance of its attack's secondary effects. (eg paralysis from Thunderbolt)Super Luck (DW): (Passive) This Pokemon's natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.

Revenankh [] (M)Nature: Adamant (+1 Atk, -1 SpA)Type: Ghost/FightingGhost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Abilities:Shed Skin: (Passive) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.Air Lock: (Passive) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.Infiltrator (DW): (Passive) Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.

Abilities:Swarm: (Passive) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)Insomnia: (Passive) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Insomnia also has Vital Spirit, its Accuracy and natural Accuracy stage are raised by one (1) when it is sent out.Sniper (DW): (Passive) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.

Abilities:Shield Dust: (Passive) This Pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (e.g. burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)Tinted Lens: (Passive) When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resistance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).Wonder Skin (DW): (Passive) The Pokemon's skin has an agent that heavily resists attempts to change its composition. It changes the accuracy of all non-damaging attacks to 50% before applying any other modifiers.

Abilities:Magma Armor: (Passive) This Pokemon has a strong, heated armor that makes it incapable of being frozen. The armor also reduces the Base Attack Power of all incoming attacks by one (1).Solid Rock: (Passive) This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).Anger Point (DW): (Passive) When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches the Pokemon's natural Attack stage. Critical hits from self-targeting moves do not activate Anger Point.

Abilities:Adaptability: (Passive) The moves that match this Pokemon's type have their Base Attack Power increased by two (2).Download: (Passive) At the beginning of the match, the Pokemon analyzes the opponent and downloads data that lets it deal more damage. If the opponent's Defense rank is less than the opponent's Special Defense rank, the Pokemon's Attack and natural Attack stage increase by one (1). Otherwise, its Special Attack and natural Special Attack stage increase by one (1). When there is more than one opponent, add the Defense ranks together and the Special Defense ranks together.Analytic (DW): (Passive) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.

Carracosta [Abagoora] (M)Nature: Adamant (+1 Atk, -1 SpA)Type: Water/RockWater: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities:Solid Rock: (Passive) This Pokemon's body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).Study: (Passive) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.Swift Swim (DW): (Passive) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.

Necturna [] (F)Nature: Rash (+1 SpA, -1 SpD)Type: Grass/GhostGrass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming “powder” attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:Forewarn: (Passive) This Pokemon is more adept than usual at sensing and reacting to the opponent's attacks. As a result, it gets a bonus move substitution that must have a condition in the format "If Pokemon X uses move Y", with no further qualifiers or additional clauses allowed. This bonus substitution may go anywhere in the list of substitutions the Pokemon makes, but it must be indicated with "Bonus" or "Bonus Sub" or something similar in front of the bonus substitution.Telepathy (DW): (Passive) This Pokemon has a mental link with its allies in multiple battles, which allows it to avoid taking damage from allied attacks that damage each foe or the entire field like Blizzard and Earthquake. They are still affected by an opponents spread damage attacks.

Dragonite [Kairyu] (M)Nature: Relaxed (+1 Def, -15% Spe, -10% Eva)Type: Dragon/FlyingDragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:Inner Focus: (Passive) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.Multiscale (DW): (Passive) This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon by attacks with BAP during the round will be halved.

Girafarig [Kirinriki] (F)Nature: Rash (+1 SpA, -1 SpD)Type: Normal/PsychicNormal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:Inner Focus: (Passive) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.Early Bird: (Passive) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.Sap Sipper (DW): (Passive) This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage boost to its Attack and natural Attack stage. Self-targeted attacks do not increase the natural Attack stage.

Abilities:Pressure: (Passive) This Pokemon's presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.Pickpocket (DW): (Trigger) This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon. Pokemon with Pickpocket can be commanded to swap items with an ally, and only they will need to expend an action to do so because of their swifter sleight of hand.

Abilities:Guts: (Passive) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.Sheer Force: (Toggle) No default effect. When toggled, this Pokemon can energize all its attacks with a secondary effect (These are damaging moves that either lower the target's stats, raise the user's stats, or inflict a status condition on the target). When Enabled, the Base Attack Power of every move with a secondary effect increases by two (2), but they will never have their usual secondary effect.Iron Fist (DW): (Passive) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks affected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, DynamicPunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, ThunderPunch)

Cyclohm [] (M)Nature: Modest (+1 SpA, -1 Atk)Type: Electric/DragonElectric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Abilities:Shield Dust: (Passive) This Pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)Static: (Passive) This Pokemon's body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.Overcoat (DW): (Passive) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

Abilities:Dry Skin: (Passive) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing two (2) damage/action to this Pokemon in sunlight and recovering two (2) HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by two (2). The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.Illuminate (DW): (Toggle) No default effect. When toggled, this Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Boosts from multiple Illuminates do not stack.

Slowking [Yadokingu] (M)Nature: Quiet (+1 SpA, -15% Spe, -10% Eva)Type:Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:Oblivious: (Passive) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.Own Tempo: (Passive) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, its Accuracy and natural Accuracy stage increase by one (1) when it is sent out.Regenerator (DW): (Passive) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

Abilities:Overgrow: (Passive) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)Leaf Guard (DW): (Passive) In bright sunlight, the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.

Abilities:Healer: (Passive) This Pokemon emits a light, airy aura that surrounds its allies in a multiple battle. At the end of each round, there is a 30% chance any allies in a multiple battle will have all their status conditions healed.Regenerator: (Passive) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.Klutz (DW): (Toggle) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks is increased by 10% (flat). While engaging in this style it cannot use a hold item, though an item is necessary to pull it off. When toggled, there is no effect.

Aerodactyl [Putera] (M)Nature: Jolly (+15% Spe, +30% Acc, -1 SpA)Type: Rock/FlyingRock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:Rock Head: (Passive) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.Pressure: (Passive) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.Unnerve (DW): (Passive) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Froslass [Yukimenoko] (F)Nature: Hasty (+15% Spe, +19% Acc, -1 Def)Type: Ice/GhostIce: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:Snow Cloak: (Passive) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.Cursed Body (DW): (Passive) When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled for six (6) actions. Only one of the opponent's attacks can be disabled at a time due to Cursed Body. A Pokemon with an attack disabled by Cursed Body cannot have another one disabled by Disable, and vice versa.

Bronzong [Dootakun] (N)Nature: Brave (+1 Atk, -15% Spe, -10% Eva)Type: Steel/PsychicSteel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:Levitate: (Passive) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.Heatproof: (Passive) This Pokemon's mirror-like alloyed skin protects it from Fire-type attacks, reducing the type effectiveness of Fire-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) The damage inflicted by burns is also cut in half.Heavy Metal (DW): (Passive) The Pokemon's body structure is immensely dense, doubling its actual weight. Adds two (2) Base Attack Power to all Weight-Based Attacks. Adds Base Attack Power to Gyro Ball equal to half (0.5x) the Pokemon's Weight Class, rounded up.

Sableye [Yamirami] (F)Nature: Brave (+1 Atk, -15% Spe, -10% Eva)Type: Dark/GhostDark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:Keen Eye: (Passive) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.Stall: (Passive) This Pokemon has a watchful eye and immense patience. It can be ordered to attack last on any action regardless of ordinary attack priority. If an opponent orders their Pokemon to attack after Sableye, that attack will fail. Against another Sableye, the trainer who issues attacks first has precedence and the opponent's attack will fail.Prankster (DW): (Passive) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Becquerel the Lucario(Move your mouse to reveal the content)Becquerel the Lucario (open)Becquerel the Lucario (close)

Lucario (*) [Becquerel] (Male)Nature: Naive (Decreases SpD by one rank and increases Speed by 1.15x as well as effectively increasing its accuracy by a flat 12)

Type: Fighting / SteelFighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Abilities:Inner Focus: Innate. When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.

Steadfast: Innate. If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.

Justified(DW, Unlocked): Innate. This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Tyranitar (*) [MOBSTER KINGPIN] (Male)Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)Type: Rock/DarkRock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Abilities:Sand Stream: Innate. When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.Unnerve (DW): Innate. The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Gabite (*) [Pickle Inspector] (Male)Nature: Jolly (Decreases SpA by one rank and increases Speed by 1.15x as well as increasing its accuracy by 15)Type: Dragon/GroundDragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:Sand Veil: Innate. This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.Rough Skin (DW): Innate, Locked. When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.

Starmie [Skaia] (Genderless)Nature: Timid (-Atk, +Spe, +21 Accuracy)Type: Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:Illuminate: Can Be Enabled. This Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Boosts from multiple Illuminates do not stack.

Natural Cure: Innate. This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.

Analytic (DW, Unlocked): Can Be Enabled. If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.

Aradia the Haunter(Move your mouse to reveal the content)Aradia the Haunter (open)Aradia the Haunter (close)

Haunter [Aradia] (Female)Nature: Timid (-Atk, +Spe and boost of 21 in accuracy)Type:
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:
Levitate: This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Abilities:Cute Charm: Innate. This Pokemon’s natural cuteness causes Pokemon of the opposite gender in the same egg group to be attracted to it 30% of the time after striking with a contact move.Technician: Innate. This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.Skill Link (DW): Innate, Locked. This Pokemon’s skillfull aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).

Sburb the Beldum(Move your mouse to reveal the content)Sburb the Beldum (open)Sburb the Beldum (close)

Beldum [Sburb] (Genderless)Nature: Careful (+SpD, -SpA)Type: Steel/PsychicSteel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:Clear Body: Innate. This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)Light Metal (DW): Innate, Locked. The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

Levitate: (Command) The Pokemon hovers above the ground, avoiding all Bulldoze, Earthquake, Fissure, and Magnitude for three (3) actions. Earth Power's effectiveness is reduced by 3 BAP. Dig and Dive will also be avoided unless the user is above Size Class four (4), is 3.5m or longer, or has Levitate or the Flying type.

Kitsunoh [Wayward Vagabond] (Male)Nature: Jolly (+Spe, -SpA, +19 Acc)Type: Steel/GhostSteel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:Frisk: (Can be Activated) The Pokemon charges the opponent with the intent to knock off their item. If Frisk is successful and the Pokemon with Frisk is not holding an item, they will pick that item up.Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis.Cursed Body (DW, Unlocked): (Innate) When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

Abilities:Cute Charm: Innate. This Pokemon’s natural cuteness causes Pokemon of the opposite gender to be attracted to it 30% of the time after striking with a contact move.Normalize: Can be Disabled. This Pokemon has mastered Normal-type attacks and can change any attack type to have a Normal energy signature. All attacks used by the Pokemon are considered Normal-type attacks, although they retain the same status-inducing and other properties. The Pokemon's Normal-type attacks will have four (4) more Base Attack Power.Wonder Skin (DW, Locked): Innate. The Pokemon's skin has an agent that heavily resists attempts to change its composition. It changes the accuracy of all non-damaging attacks to 50% before applying any other modifiers.

Duclohm [John Egbert] (Male)Nature:Type: Electric/DragonElectric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Abilities:Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.Overcoat (DW, Locked): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

Lotad [Bilious Slick] (Male)Nature: Modest (+SpA, -Atk)Type: Water/GrassWater: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Abilities:Swift Swim: Innate. The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.Rain Dish: Innate. This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.Own Tempo: Innate, DW (Locked). This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.

Magikarp [PARTY LIKE IT'S 1999!] (Male)Nature: Adamant (+Atk, -SpA)Type: WaterWater: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Swift Swim: Innate. The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.Rattled [DW, Locked]: Innate. These Pokemon are more easily frightened by Ghost-, Bug-, and Dark-typed attacks and will raise their Speed by one (1) stage when struck by attacks of those types. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Abilities:Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2)Solar Power (DW): (Innate) When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).

Abilities:Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2).Contrary (DW): (Can be Enabled) This Pokemon's unique structure reverses stat changes it recieves in battle, both from its attacks and the opponents. At the end of the round, stat changes will still increase/decrease toward 0.

Slowpoke(*) [ Duke ] ( ♂ )Nature: Bold (+1 Def, -1 Atk)Type: Water/PsychicWater: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:Oblivious: (Innate) This Pokemon is incapable of being effected by Attract or Cute Charm.Own Tempo: (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.Regenerator (DW): (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

Syclar (female)Nature:Timid (Decreases Atk by one rank and increases Speed by 1.15x as well as effectively increasing its accuracy by 17) Type: Ice / BugIce: immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.Bug: More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.

Abilities:Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and one Rock-type attack per round.Technician (DW): (Innate, locked). This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).

Carvahna (*) (female)Nature: Rash (Decreases SpD by one rank and increases Spa by one rank) Type: Water / DarkWater: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.Dark:Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Abilities:Rough Skin: Innate, When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.Speed Boost (DW): Innate, locked. Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).Stats:

It's "Syclar" not "Scylar".
And you don't need the levels for the level up moves.
Also, I think Syclar's accuracy boost should be 17 not 10, following this formula:
ACC Boost = (New Base^2)/Divisor [Round Up] Cap: 30
The new base speed is 91, which is squared to 8281. Then you divide it by the divisor for the pokemon; for stage one pokemon in a two-stage line, it's 500. Therefore the evolution boost should be:
(91^2)/500
= 8281/500
= 16.562
and since you round up you get 17.

Sparky the Monohm(Move your mouse to reveal the content)Sparky the Monohm (open)Sparky the Monohm (close)

Monohm (Sparky) (*) (F)Nature: Modest (+SpA -Atk)Type: Electric/DragonElectric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Abilities: Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.Sheer Force (DW): (Innate) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

MagicBacon the Spoink(Move your mouse to reveal the content)MagicBacon the Spoink (open)MagicBacon the Spoink (close)

Spoink (MagicBacon) (*) (M)Nature: Modest (+Special Attack, -Attack)

Type: PsychicPsychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Thick Fat: (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Own Tempo: (Innate) This Pokemon moves at its own pace and cannot be confused by any method.
Gluttony (DW): (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).

Type: GroundGround: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:Pickup (Innate) This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occurring hold items in arenas.Sand Veil (DW) (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.

Speed Boost:Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).

Tinted Lens: When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).

Frisk (DW): The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift.

Abilities:Gluttony: This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).Blaze (DW): When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)

Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Abilities:

Stench: This Pokemon has a foul odor that reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move.

Aftermath: If this Pokemon uses Selfdestruct or Explosion, the attack has ten (10) more Base Attack Power and five (5) more Energy Cost to execute.

Keen Eye (DW): This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.

Front sprites should be used, not back sprites[/B]. Charmander should have +19% Accuracy, Snivy should have +18% Accuracy. All your Pokemon should also note which stat is being lowered with a (-) next to it.

Charmander should include Metal Claw since it gets it in FRLG at L13.

Overall replace the sprites, update the accuracies, and clean up the move data and then VM me. Not approved.

premboy95:

You need to calculate the increased/decreased Speed and Accuracy and update the respective bases. You also don't need to list the levels in Syclar's movepool. Use still images, not moving gifs. These changes are fairly minor. Just make the notations and your profile is approved.

Paradoxus:

All of your starting Pokemon are missing asterisks next to their species and starting moves. Monohm is missing a few level-up moves. Spoink needs Ranks instead of stars, Your EC and DC needs to list the denominators (For EC Monohm is 0/9, Spoink/Phanpy should be 0/6, for DC all are 0/5). Not approved.

Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:

Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Overcoat: (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
Regenerator: (Innate) (DW) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Abilities:

Magnet Pull: (Can be Activated) This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Steel types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch.
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Analytic: (Can be Enabled) (DW) (Unlocked) If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.

Type: Dragon/Ground
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:
Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Rough Skin: (Innate) (DW) (Unlocked) When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.

Swampert [MUDS] [Female]
Nature: Relaxed
Type: Water Ground
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).

Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Ability:
Torrent: When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Damp DW: This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Type:
Dark - Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Dragon - Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Abilities:
Hustle - (Can be enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.

Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:

Persistent: (Innate) This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move.
Vital Spirit: (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Unburden (DW): (Innate) (Locked) This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its speed doubles (x2) until it receives another item.

Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities:

Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).
Mold Breaker (DW): (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)

Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14.)
Shell Armor (DW): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Tinted Lens: (Innate) When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).
Run Away: (DW) (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.

Type: Poison
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:
Stench: (Innate) This Pokemon has a foul odor that reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move.
Sticky Hold: (Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.
Poison Touch: (DW) (Can be Disabled) This Pokemon's body is covered with a film of poison. Whenever it hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).

Abilities:
Hustle: (Can Be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Inner Focus (DW): (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.

LightWolf, for your stats, you forgot to add 1 Rank to the boosted stats for Solosis and Magnemite and to subtract 1 Rank from Chimchar's lowered stat. Also, Chimchar's Speed should be 71 because a Speed+ nature always rounds up. Finally, because of this and the recent change to the divisors for the Speed+ nature accuracy boost Chimchar's accuracy boost is actually 18%. I'm guessing you'll have no trouble fixing these and everything else is fine, so APPROVED. Welcome to ASB!

Abilities:Snow Warning: (Innate) This Pokemon summons a massive hailstorm upon its entry into battle that does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.Soundproof: (DW) (Innate) Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. (Known sound moves: Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.

Abilities:Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.Moody: (DW) (Innate) This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Moody is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.

Abilities:Snow Cloak: (Innate)This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.Rattled: (DW) (Innate) These Pokemon are more easily frightened by Ghost, Bug, and Dark-typed attacks and will raise their speed by one (1) stage when struck by attacks of those types. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Abilities: Pressure - (Passive) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform. Super Luck - (Passive) This Pokemon’s natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time. (DW) Justified - (Passive) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Ferre stands apart from other individuals - even teammates - as a matter of choice. She approaches conflict slowly, and after much thought. Bringing a cold stare and colder temper to bear, Absol favors a prudent offense to more zealously aggressive strategies, and always prepares a backup plan. Now an integral member of Lou's Nightfall Troupe, Ferre is acts as a primary troubleshooter, acting as a powerful surrogate to any ally on Lou's roster.

Kingdra ♂ - Byne Nature: Rash (SpA: +1, SpD: -1)Type: Water / DragonWater Type - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.Dragon Type - Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Abilities: Swift Swim - (Passive) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain. Sniper - (Passive) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks. (DW) Damp - (Passive) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Having survived a lot of punishment and hard battles to get to this point, Byne has learned fully the value of teammates. To this end, he has started to focus on support strategies instead of offense. He's already got offense all figured out, you see. He's still not the social type, but proximity with others is no longer an issue.

Abilities: Flame Body - (Passive) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent. (DW) Swarm - (Passive) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)

(Additiona Trait) Levitate - (Passive) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.

A rigid follower and enforcer of rules, Volcarona believes in discretion over valor, and vitality over violence. She has little regard for wastefulness or recklessness, and calculates all of her moves before executing them without fear.

Aggron ♂ - Ozzy Nature: Sassy (SpD: +1, Spe -7, Evasion -10%))Type: Steel / RockSteel Type - Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.Rock Type - Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities: Sturdy - (Passive) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power. Rock Head - (Passive) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash. (DW) Heavy Metal - (Passive) The Pokemon's body structure is immensely dense, doubling its actual weight. Adds two (2) Base Attack Power to all Weight-Based Attacks. Adds Base Attack Power to Gyro Ball equal to half (0.5x) the Pokemon's Weight Class, rounded up.

A runt of his litter; Ozzy grew up outwardly mean. Quick to respond to imagined insults, Ozzy maintains a manner of mask for his own sense of security. After all, who messes with someone this big and this mean?

Abilities: Guts - (Passive) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn. Quick Feet - (Passive) This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the Speed drop. (DW) Unnerve - (Passive) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Quick to amusement and slow to rage, Roosevelt is generally content. Guilty only of laziness, he nonetheless enjoys putting forth as little effort as possible and relaxing in general. He is slow to anger; but an adversary will rue the day it brings this gentle giant's wrath upon itself.

Abilities: Intimidate - (Trigger) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as a Command, and will affect all opponents. Command: Activate Intimidate
Prankster - (Passive) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks a +1 increase in priority level. (DW) Justified - (Passive) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Finding reprieve in the necessities, Pumyra prefers to live simply and honestly. The falliables of others are of little weight on her mind; one day leads into the next eventually, but not right now. In battle, Pumyra takes her time and etches her advantages to last - no point in anything that doesn't last longer than it takes to create.

Abilities: Illusion - (Passive) Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Pokemon with Illusion with the info on said Pokemon and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]

Lacking in self-confidence but overflowing with guile, Nivea spends little time in her proper guise. She dislikes attention, having grown used to going without it, and often uses her illusionary skills to mask her presence for avoid unnecessary contact. A niche, but crucial, member of Lou's Nightfall Troupe, Nivea preys upon the unwary to wreak as much havoc as she can on borrowed time.

Abilities: Early Bird - (Passive) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions. Flash Fire - (Passive) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost. (DW) Unnerve - (Passive) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Quick to action without forethought, Ambrocious instictually acts as a pack alpha, regardless of whether or not others listen. Percieved threats to his "pack" are dealt with as such, and he battles with an animalistic fervor. Unphazed by adversity, Ambrocious acts is a niche player in the Nightfall Troupe, taking on foes other allies wouldn't dare approach.

Alakazam ♂ - Spoons Nature: Naïve (Spe +18, Accuracy +22%, SpD: -1)Type: PsychicPsychic Type - Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities: Synchronize - (Passive) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison-types cannot be poisoned and Fire-types cannot be burned in this manner. Inner Focus - (Passive) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates. (DW) Magic Guard - (Passive) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated.

Having grown to peak potential in the care of his new Trainer, Spoons is more comfortable working with his now-familiar team. Finally assured that he won't be merely passed onwards, he sets into developing synergy with his comrades, assisting them in bringing down strong opponents.

Abilities: Overgrow - (Passive) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14) (DW) Contrary - (Toggle.) No default effect. When toggled, this Pokemon's unique structure reverses stat changes it receives in battle, from both its own attacks and those of other Pokemon. At the end of the round, stat changes will still increase/decrease toward 0.

Scorn and disdain describe Basil accurately. His demeanor ranges from indifference to most others, to slightly less indifferent to those he respects - which is quite the short list. Basil is caught in the awkward place between posturing and pragmatics: he is equally concerned of giving his all against unworthy opponents, or trying to toy with a more dire foe.

Abilities: Unaware - (Passive) When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active. Klutz - (Toggle) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks is increased by 10% (flat). While engaging in this style it cannot use a hold item, though an item is necessary to pull it off. When toggled, there is no effect. (DW) Simple - (Passive) This Pokemon innately exaggerates the effect of stat boosts and drops to the point where they have double the effectiveness and thus double the stage modifier (e.g. Swords Dance boosts Attack by four (4) stages, Bulk Up boosts Attack and Defense by two (2) stages each). Stat boosts and drops still maximize at six (6) stages.

Unused to the outside world, Cassandra is innately afraid of anything that isn't commonly found in a cave (along with a few things that are). Despite this fear, she's learned to mount a powerful, snowballing offensive with all of her willpower behind it when called on. Without that specific instruction, however, she instinctively focuses on defensive play and protecting herself from attack.

Abilities: Immunity - (Passive) This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage; however, it will continue to grow more severe. (DW) Toxic Boost - (Passive) This Pokemon's body can use toxins as a catalyst to increase its strength. When poisoned, all of its physical attacks have two (2) more Base Attack Power.

First of her kind, Ramona is reserved in her methods - adapting to the quickest way to take down the foe in front of her. She doesn't enjoy fighting, and seeks to end it as rapidly as possible regardless of expense - so long as she ends up winning, of course.

Abilities: Levitate - (Passive) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.

Stiffled by acting as a living mascot, a parade pet or trophy mon, Smogon has finally found his way into the hands of a battling trainer. Ready to partake in the activity he's grown to represent, Smogon is nonetheless reserved and focused on his new, wearying path.

Abilities: Inner Focus - (Passive) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates. (DW) Multiscale - (Passive) This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon by attacks with BAP during the round will be halved.

Eldest of a clutch, Oros made the mistakes that his siblings learned from, teaching him caution and prudence. Honed to figurative keeness, Oros is finally large and in charge. His dramatic jump in strength may have gotten to his head, however, as he still exhibits his same impulsive tendencies. Only now, though, his impulses are more often correct.

Abilities: Poison Point - (Toggle) By default, this Pokemon's spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When toggled, this Pokemon's natural toxins are more potent. As a result, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison instead (with the same chance of effect). Rivalry - (Passive) This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender, and decreasing the power of all its attacks by two (2) when it attacks an opponent of the opposite gender. (DW) Hustle - (Dormant) - (Toggle) No default effect. When toggled, this Pokemon puts immense force and speed into its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.

Helen can be described as considerate or kind for the most part, although the sincerity simply isn't there. She sits in idle thought until called upon or otherwise addressed, and then responds almost autonomously and with little emotion.

Abilities: Hustle - (Toggle) No default effect. When toggled, this Pokemon puts immense force and speed into its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal. Serene Grace - (Passive) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt) (DW) Super Luck - (Passive) This Pokemon’s natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.

Easygoing and carefree, Camille makes very little effort in any particular pursuit. She is content to wait for what she wants, and has enough patience for such waiting for often than not. One of Lou's most oft-called upon team members, Camille strikes deftly and decisively, concerned about efficiency.

Abilities: Pickup - (Passive) This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is thrown away with a move like Fling, or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occurring hold items in arenas. Technician - (Passive) This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP. (DW) Unnerve - (Dormant) - (Passive) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Expecting to be catered to and pampered, Ellie was in for a rude awakening upon coming into the possession of a battling trainer. Faced with the first real work of her life, Ellie now has to demonstrate her capabilities beyond grooming herself and sleeping.

Abilities: Static - (Passive) This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon. Lightningrod - (Passive) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts. If a Pokemon has a type immunity to Electric attacks, Lightningrod will not activate. (DW) Minus - (Passive) This Pokemon possesses a negative electrical charge. When a partner Pokemon with Plus or Minus is on the field or if this Pokemon has Plus, this Pokemon’s special attacks have their Base Attack Power increased by two (2). If this Pokemon has both Plus and Minus, the boosts stack to a maximum Base Attack Power increase of four (4).

Born and bred to help protect against monumental adversaries, Valentine has had little in the way of development as it is normally considered. Having spent her formative period training to fight, she often has little in the way of opinions on a given matter.

Abilities: Volt Absorb - (Passive) This Pokemon absorbs all electrical attacks and instead of taking damage, recovering 50% of the damage an electrical attack would have done. A Pokemon that attacks itself with electricity to heal only recieves 25% of the damage that attack would do to itself. Thunder Wave has no effect on the Pokemon. Lightningrod - (Passive) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts. If a Pokemon has a type immunity to Electric attacks, Lightningrod will not activate. (DW) Motor Drive - (Passive) This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Built of cloth, stuffing, and rage, Fables finds enjoyment in battle. Toying with foes if he's ahead, or growing frustrated if he's behind, is his norm. He's quick to hold a grudge against troublesome foes, but just as quick to be distracted by a new challenge. In the Nightfall Troupe, Fables is precise and disruptive, making a mockery of foes' carefully-laid plans and allowing allies to rack up significant advantages.

Abilities: Insomnia - (Passive) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Insomnia also has Vital Spirit, its accuracy is raised by one (1) stage permanently. Super Luck - (Passive) This Pokemon’s natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time. (DW) Moxie - (Passive) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

Loyal to a fault, Oddjob is lost without a guiding authority to direct himself with. With little initiative of his own, Oddjob requires constant orders to perform in battle. When given the proper guidance, however, Oddjob is ruthlessly efficient and unflinchingly zealous in his efforts, often foregoing sleep in order to complete a directive. When fighting as part of the Nightfall Troupe, Oddjob picks his targets with great care. Picking his battles allows Oddjob to maintain an elite level of control over his tasks.

Abilities: Cute Charm - (Passive) This Pokemon’s natural cuteness causes Pokemon of the opposite gender to be attracted to it 30% of the time after striking with a contact move. Technician - (Passive) This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP. (DW) Skill Link - (Passive) This Pokemon’s skillful aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).

Taking great joy in fighting, Natasha enjoys combat as a game or sport, without giving any serious thought to risks or consequences. Having been raised in relatively save environs, Natasha roams openly and with very little caution.

Abilities: Volt Absorb - (Passive) This Pokemon absorbs all electrical attacks and instead of taking damage, recovering 50% of the damage an electrical attack would have done. A Pokemon that attacks itself with electricity to heal only recieves 25% of the damage that attack would do to itself. Thunder Wave has no effect on the Pokemon.

(DW) Quick Feet - (Passive) This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the Speed drop.

Abilities: Shield Dust - (Passive) This Pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.) Static - (Passive) This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon. (DW) Overcoat - (Passive) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

Bellistar was a sort of privileged birth—specially selected from a clutch for use by a battling trainer. Compensating for her standing is often difficult, and she finds herself leaving things unmentioned out of fear of being perceived as uppity or snobbish.

Abilities: Hyper Cutter - (Passive) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced. Intimidate - (Trigger) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as a Command, and will affect all opponents. Command: Activate Intimidate
(DW) Sheer Force - (Toggle) No default effect. When toggled, this Pokemon can energize all its attacks with a secondary effect (These are damaging moves that either lower the target's stats, raise the user's stats, or inflict a status condition on the target). The Base Attack Power of every move with a secondary effect increases by two (2), but they will never have their usual secondary effect.

Saved from neglect in another trainer's box, Deception has had... Interesting training thus far. Hoping to fit in better than the mon she was traded for, she struggles to unlearn her old habits and pick up the new ones associated with her new trainer.

Abilities: Stench - (Passive) This Pokemon has a foul odor that reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move. Sticky Hold - (Passive) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping. (DW) Poison Touch - (Dormant) - (Toggle) By default, this Pokemon's body is covered with a film of poison. Whenever it hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. When toggled, this Pokemon's natural toxins are more potent. As a result, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison instead (with the same chance of effect).

Gallade ♂ - Montoya Nature: Rash (SpA: +1, SpD: -1)Type: Psychic / FightingPsychic Type - Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.Fighting Type - Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities: Steadfast - (Passive) If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round. (DW) Justified - (Passive) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

A brooding type, Montoya spends a great deal of time among others nonetheless. Taking in sights and sounds around himself, Montoya remains an observer rather than participant more often than not. At least he's not in a dress anymore.

Abilities: Leaf Guard - (Passive) In bright sunlight, the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions. Reckless - (Passive) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected. (DW) Chlorophyll - (Dormant) - (Passive) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Abilities: Overgrow - (Passive) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14) (DW) Shell Armor - (Passive) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Tyranitar ♀ - Princess Nature: Quiet (SpA: +1, Spe -8, Evasion -10%))Type: Rock / DarkRock Type - Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.Dark Type - Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Abilities: Sand Stream - (Trigger) When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10 EN to do so. It can re-summon the effect mid-battle for 9 EN with a command. Command: Activate Sand Stream
(DW) Unnerve - (Passive) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Dreadfully shy, Princess simply can't deal with being pushed around—her response to being bullied is to recoil and clam up. Now, though, she's finally learning how to bully things back. Among the Nightfall Troupe, Princess acts with uncharacteristic authority, single-handedly bringing weather abuse toppling down and setting up several of her allies for greatness.

Azumarill ♀ - Strongth Nature: Quiet (SpA: +1, Spe -7, Evasion -10%))Type: WaterWater Type - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities: Thick Fat - (Passive) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) Huge Power - (Passive) This Pokemon has immense inner strength that grows with its development, raising its Attack and its Base Rank Total by one Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack and Base Rank Total is only raised by one Rank. (DW) Sap Sipper - (Passive) This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Slowpoke ♂ - 2,000 Nature: Quiet (SpA: +1, Spe -2, Evasion -10%))Type: Water / PsychicWater Type - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.Psychic Type - Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities: Oblivious - (Passive) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate. Own Tempo - (Passive) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage. (DW) Regenerator - (Dormant) - (Passive) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

Abilities: Shed Skin - (Passive) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round. Moxie - (Passive) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round. (DW) Intimidate - (Trigger) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as a Command, and will affect all opponents. Command: Activate Intimidate

Ever up for a challenge, Love Machine is defined by a curiosity that blends with a distinct stubbornness. If he wants to get a better look at something, any obsticles between him and that thing are due for a rude awakening.

Abilities: Hydration - (Passive) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon. Sticky Hold - (Passive) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping. (DW) Unburden - (Dormant) - (Passive) This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its Speed doubles (x2) until it receives another item. This ability only activates on the first use of a consumable item - subsequent uses of the same item do not activate Unburden, even if the Pokemon switches out between uses.

(Additiona Trait) Levitate - (Passive) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.

With almost every paranoia in the book, Cobra had great difficulty in emerging from his shell. Having traded the shell away for wrappings, he can put untold amounts of distance between himself and anything he feels he doesn't want a piece of.

Milotic ♀ - Grandeur Nature: Bold (Def: +1, Atk: -1)Type: WaterWater Type - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities: Marvel Scale - (Passive) This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2). (DW) Cute Charm - (Passive) This Pokemon’s natural cuteness causes Pokemon of the opposite gender to be attracted to it 30% of the time after striking with a contact move.

Grandeur is a matronly figure within a battling team, nurturing and protecting allies. That is not to say that she is without teeth, figuratively. Just as she did in the spawning stream, she disposes of foes that would do harm to those around her with efficiency and sternness.

Obsessed with speed, Lord British has an attitude one would describe as "cocky" or "self-assured"—rarely does he consider consequences of his actions, and he battles with a recklessness that often leaves him in pain afterwards.

Starmie ф - Lustre Nature: Timid (Spe +18, Accuracy +20%, Atk: -1)Type: Water / PsychicWater Type - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.Psychic Type - Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities: Illuminate - (Toggle) No default effect. When toggled, this Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Boosts from multiple Illuminates do not stack. Natural Cure - (Passive) This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out. (DW) Analytic - (Passive) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.

(Additiona Trait) Levitate Command - (Passive) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.

Lustre mostly keeps to itself; distancing itself from people and other Pokémon. Even when battling, this Pokémon's hesitation to act rashly is evident; Lustre only attacks in the most favorable, or conversly the most dire situations.

Abilities: Truant - (Trait) This Pokemon is naturally lazy, and becomes Sluggish after every normal action. This effect takes place after completing any normal (e.g. non-Sluggish) action. If this Pokemon uses a move that would inflict Sluggish, it instead becomes Exhausted for the next action. When Exhausted, its Confusion stage will not be checked and it will not hit itself in confusion during the second action. It recovers 3% energy when Exhausted. If this Pokemon uses a Combination, it becomes Sluggish or Exhausted on the action following the cooldown of the combination. Truant can be altered or shifted by Skill Swap, Role Play, Gastro Acid, or Mummy, but is not changed by Entrainment, Simple Beam, or Worry Seed.

Serenely enjoying a constant nap, Zaius has next to no temper. Nearly impossible to rile or enrage, Zaius doesn't even give a full effort in battle—he instead holds back, worried that he might not be able to sleep afterwards.

Abilities: Speed Boost - (Passive) Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that occurs at the end of each round (stats other than Speed are still affected). Compoundeyes - (Passive) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate. (DW) Frisk - (Dormant) - (Passive) The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift.

Having ditched a formation of fellow Yanma, Red Leader has to keep a low profile and make sure he isn't found by is siblings. That may be hard in the hands of a trainer, but if he manages to make a name for himself, he should be able to take on his siblings anyway.

Abilities: Magnet Pull - (Trigger) This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Steel-types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch. Command: Activate Magnet Pull (Attract) or Activate Magnet Pull (Repulse)
(DW) Analytic - (Dormant) - (Passive) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.

Abilities: Oblivious - (Passive) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate. Snow Cloak - (Passive) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage. (DW) Thick Fat - (Dormant) - (Passive) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)

Chosen by recommendation of a rival, Bering has quite a bit to live up to. Matching the standard that has been set will be no easy task, but one can hope that his even demeanour and upbeat attitude will allow him to persevere.

Hydreigon ♂ - Bolas Nature: Naïve (Spe +15, Accuracy +5%, SpD: -1)Type: Dark / DragonDark Type - Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.Dragon Type - Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Abilities: Levitate - (Passive) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.

Brazen and difficult to deal with, Bolas strives for attention. He likes things flashy, bold, and noticable; and he relishes attention of any sort. He very often acts without thinking, preferring offense over defense, but he isn't a fool - he knows (however much it may irk him) that there are things out there that you simply can't bull rush. For everything else, though...

Abilities: Wonder Skin - (Passive) The Pokemon's skin has an agent that heavily resists attempts to change its composition. It changes the accuracy of all non-damaging attacks to 50% before applying any other modifiers. Magic Guard - (Passive) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated. (DW) Tinted Lens - (Dormant) - (Passive) When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resistance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).

A bizarre creature, Uboa is vary rarely seen partaking in any manner of activity on its own. Instead, it waits patiently for orders to be issued to it. After which, It performs these orders and returns to a stationary, almost leisurely flight in place. Very odd indeed.

Sableye ♂ - Washington Nature: Brave (Atk: +1, Spe -7, Evasion -10%))Type: Dark / GhostDark Type - Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.Ghost Type - Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities: Keen Eye - (Passive) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy. Stall - (Passive) This Pokemon has a watchful eye and immense patience. It can be ordered to attack last on any action regardless of ordinary attack priority. If an opponent orders their Pokemon to attack after Sableye, that attack will fail. Against another Sableye, the trainer who issues attacks first has precedence and the opponent's attack will fail. (DW) Prankster - (Passive) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks a +1 increase in priority level.

An utter scoundrel, Washington is easily swayed by the charms of others. Attempting to work his charms on others carries mixed results, but he still puts out a solid effort in battle... Presuming that the foe hasn't wiled him with its charms.

Abilities: Insomnia - (Passive) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Insomnia also has Vital Spirit, its accuracy is raised by one (1) stage permanently. Keen Eye - (Passive) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy. (DW) Tinted Lens - (Passive) When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resistance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).

Abilities: Levitate - (Passive) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Technician - (Passive) This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP. (DW) Mold Breaker - (Passive) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities. (e.g. Levitators plummet towards the ground before Earthquake hits, etc.) Attacks are still redirected by Lightningrod/Storm Drain, but damage is dealt normally. Status-immunity abilities will remove their relevant status at the start of the victim's next action.

Unown ф - Leon Nature: Modest (SpA: +1, Atk: -1)Type: PsychicPsychic Type - Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities: Levitate - (Passive) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.

Crawdaunt ♂ - Atlantis Nature: Quiet (SpA: +1, Spe -8, Evasion -10%))Type: Water / DarkWater Type - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.Dark Type - Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Taking no pleasure in his power, nor prowling his territory for opportunities to flaunt himself; Atlantis maintains silent vigil and guard over that which he calls his own, wary for any attempt to mar it.

Abilities: Dry Skin - (Passive) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing two (2) damage/action to this Pokemon in sunlight and recovering two (2) HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by two (2). The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted. (DW) Illuminate - (Toggle) No default effect. When toggled, this Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Boosts from multiple Illuminates do not stack.

Abilities: Rebound - (Trigger) The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition. Command: Activate Rebound (Target Hazard Layer)
Guts - (Passive) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn. (DW) Pressure - (Passive) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Abilities: Sand Veil - (Passive) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage. (DW) Water Absorb - (Passive) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.

Abilities: Pickup - (Passive) This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is thrown away with a move like Fling, or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occurring hold items in arenas.

(DW) Sand Veil - (Dormant) - (Passive) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.

Solosis ♂ - Spiutin Nature: Brave (Atk: +1, Spe -3, Evasion -10%))Type: PsychicPsychic Type - Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities: Overcoat - (Passive) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1). Magic Guard - (Passive) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated. (DW) Regenerator - (Dormant) - (Passive) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

Necturine ♀ - Ira Nature: Rash (SpA: +1, SpD: -1)Type: Grass / GhostGrass Type - Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.Ghost Type - Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities: Anticipation - (Passive) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2). (DW) Telepathy - (Dormant) - (Passive) This Pokemon has a mental link with its allies in multiple battles, which allows it to avoid taking damage from allied attacks that damage each foe or the entire field like Blizzard and Earthquake. They are still affected by an opponents spread damage attacks.

Fresh from the Vine, Ira is a cold and compassionless opponent, who has few pleasant remarks for anything she finds. Difficult to reason with, Ira performs the tasks she is given, caring little for winning or losing.

Abilities: Rock Head - (Passive) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash. Lightningrod - (Passive) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts. If a Pokemon has a type immunity to Electric attacks, Lightningrod will not activate. (DW) Battle Armor - (Dormant) - (Passive) This Pokemon’s thick armor prevents it from taking critical hits.

Duskull ♂ - Lucient Nature: Brave (Atk: +1, Spe -4, Evasion -10%))Type: GhostGhost Type - Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities: Levitate - (Passive) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.

Abilities: Pressure - (Passive) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

(DW) Pickpocket - (Trigger) This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon. Pokemon with Pickpocket can be commanded to swap items with an ally, and only they will need to expend an action to do so because of their swifter sleight of hand. Command: Activate Pickpocket (Ally Item Swap)

Abilities: Battle Armor - (Passive) This Pokemon’s thick armor prevents it from taking critical hits. Sniper - (Passive) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks. (DW) Keen Eye - (Passive) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.

Abilities: Big Pecks - (Passive) This Pokemon's sturdy wings prevent its defense from being lowered. The rate its natural defense drops after a boost is also halved from one every round to once every two (2) rounds. Overcoat - (Passive) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1). (DW) Weak Armor - (Dormant) - (Toggle) No default effect. When toggled, the Pokemon loosens its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.

Lapras ♀ - Haerta Nature: Quiet (SpA: +1, Spe -8, Evasion -10%))Type: Water / IceWater Type - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.Ice Type - Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.

Abilities: Water Absorb - (Passive) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself. Shell Armor - (Passive) This Pokemon’s thick, bony outer shell prevents it from taking critical hits. (DW) Hydration - (Dormant) - (Passive) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.

Abilities: Limber - (Passive) This Pokemon’s body is well trained and immune to paralysis. Unburden - (Passive) This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its Speed doubles (x2) until it receives another item. This ability only activates on the first use of a consumable item - subsequent uses of the same item do not activate Unburden, even if the Pokemon switches out between uses. (DW) Prankster - (Dormant) - (Passive) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks a +1 increase in priority level.

Abilities: Anticipation - (Passive) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2). Dry Skin - (Passive) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing two (2) damage/action to this Pokemon in sunlight and recovering two (2) HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by two (2). The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted. (DW) Poison Touch - (Toggle) By default, this Pokemon's body is covered with a film of poison. Whenever it hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. When toggled, this Pokemon's natural toxins are more potent. As a result, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison instead (with the same chance of effect).

Abilities: Harvest - (Passive) At the end of each round, this Pokemon can recycle or restore a berry that has been used or partially used. If the weather is Sunny Day, the Berry will be fully restored / recycled 100% of the time. If the weather is not Sunny Day, the Berry will be fully restored / recycled 50% of the time. This check occurs immediately after the final action of a round, before any arena effects that might change the weather take effect. If the Berry can be activated again, it will do so on the first action of the next round. If a berry cannot be recycled, Harvest cannot not regrow it. The Berry is consumed at the end of the battle.

(DW) Infiltrator - (Dormant) - (Passive) Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.

Abilities: Intimidate - (Trigger) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as a Command, and will affect all opponents. Command: Activate Intimidate
Moxie - (Passive) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round. (DW) Anger Point - (Dormant) - (Passive) When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0). Critical hits from self-targeting moves do not activate Anger Point.

Abilities: Inner Focus - (Passive) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates. Regenerator - (Passive) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy. (DW) Reckless - (Dormant) - (Passive) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.

Off on its own on a pleasant little field in a pleasant and clean city, sits an outwardly decidedly unpleasant building. This building, named the Nightfall Theatre, houses this city's Pokémon Gym.

Inside are deep red drapes and a strong whiff of lavender, rows of gold-trimmed seats and floor-lit aisles, and a stage. Upon this stage, the Dark-type Gym Leader works his magic.

A challenger is given a seat of their choice for the entertainment to come -- a play, put on by a mix of human and Pokemon actors and accompanied by a likewise-mixed orchestra. The play is vague and meaningless to all but repeat spectators. These depict prior challengers and their tales, or ways in which Lou met each of his Pokemon. At the end, there is polite applause and a brief break for refreshments, before the main attraction is initiated.

The challenger then finds themselves striding down the center walkway betwixt a hushed and watchful audience, ready to take in the coming spectacle. Stepping up onto the stage, the challenger finds their opponent absent, only for the lights to go out throughout the theatre! A single spotlight, narrow at first but widening with each moment, focuses on a robed figure that seems to rise from the floorboards themselves. The robed figure approaches the challenger and speaks—quietly, but heard clearly throughout the silent stands:

"Shall we?"

***

LouisCyphre presides over this nefarious and technical Pokémon Gym. Using the tricks of stage lighting, Lou will shroud his active Pokémon in darkness, only to reveal a different battler when the lights swing back. His auxiliary team members remain concealed in the shadows, only becoming known when they're brought in to play. Lastly, Lou maintains initiative throughout the opening act, both counter-leading and counter-ordering against the challenger's decisions.

The Leading Man - A true stage master maintains precise control over every line of dialogue and every movement of the actors. Lou sends out first and orders second in the first round.

Grandiose Preamble - Each actor on this stage must be presented with vigor and excitement. Both Lou and his challenger are required to introduce their battlers with overwrought, dramatic titles or descriptions when sending a Pokemon into play.

Something to the effect of, "I call on <Pokemon>, the <Adjective> <Noun>, will suffice.

Stage Props - A savvy actor can pass props around the stage deftly and without thought. Both Lou and his challenger reclaim items from their Pokemon whenever the holders switch out or are KO'd. A new item can be issued to a given battler every time it enters play.

This might mean you'll end up with some partially-used berries, which are discarded after the match.

The same item can be issued to each member of a player's team. A player that owns but a single Expert Belt may take it from their switch-out and immediately give it to their switch-in, if they so choose.

Learning the Part - Actors need to be able to pick up new skills quickly and retain them indefinitely. Moves acquired via the effect of Mimic persist with the user even when they leave play; until the end of the match.

Embracing the Mask - Adept actors inject themselves into every part they perform. The move Role Play adds the target's abilities to the user's own, instead of replacing the user's abilities entirely.

Sudden Tragedy - All stories require a heart-wrenching, surprise twist to keep the audience in suspense. If, while under the effect of Perish Song, a battler receives three critical hits in a single round, that battler's Perish Count is reduced by 1 immediately.

LouisCyphre, you should probably list your moves vertically for ease of reading. Otherwise, APPROVED. You're dead on about the TC, but don't worry; after a single match you'll be able to buy more Pokemon. Welcome to ASB!

Monohm(*) [Shadow] (Male)Nature: Modest (+1 SpA, -1 Atk)Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Abilities:
Shield Dust: (Innate) This pokemon has dust covering the outside of
its body that prevents opponents secondary effects from taking place
(eg burn from Flamethrower). It does not block direct status moves
(such as Thunder Wave.)
Static: (Innate) This pokemon’s body is surrounded by an electric
field that has a 30% chance of paralyzing opponents that use contact
moves on this pokemon.
Sheer Force (DW): (Can be Enabled) This Pokemon can energize all its
attacks with secondary effect chances less than 100%. When Enabled,
the Base Attack Power of every move with an effect chance less than
100% increases by two (2), but they will never have a secondary
effect.

Larvitar(*) [Rex] (Male)Nature: Adamant (+1 Atk, -1 SpA)Type:
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn. (Innate)
Sand Veil (DW): (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.

Staryu(*) [Patrick] Nature: Modest (+1 SpA, -1 Atk)Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Illuminate: (Can be activated) At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash.
Natural Cure: (Innate) This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Analytic (DW): (Can be enabled) If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.

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Monohm (*) Carfy (M)Nature: Modest (+1 SpA, -1 Atk)Type: Electric/DragonElectric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Abilities:Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.Sheer Force (DW): (Can be Enabled, Locked) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Abilities:Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.Justified (DW): (Innate, Locked) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Bulbasaur (*) Slippers (M)Nature: Naughty (Attack increased by *; Special Defense reduced by *)Type: Grass/PoisonGrass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)Chlorophyll (DW): (Innate, Locked) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.Regenerator: (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.Reckless (DW): (Innate, Locked) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.

Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.Sheer Force (DW): (Can be Enabled, Locked) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Stats:

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 1
SpD: Rank 1
Spe: 15

EC: 0/6MC: 0DC: 0/5

Abilities:

Damp: (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.Water Absorb: (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.Unaware (DW): (Innate, Locked) When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.

Diablo the Nohface(Move your mouse to reveal the content)Diablo the Nohface (open)Diablo the Nohface (close)

Nohface(*) [Diablo] (F)Nature: Adamant (+1 Atk, -1 SpA)

Type: Steel/GhostSteel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.

Type:WaterWater: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:Natural Cure:(Innate) This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.Analytic: (Can be Enabled) (Dream World) If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.Illuminate:(Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds opponents, reducing their Accuracy stage by one (1). The accuracy drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Illuminate can be activated again as an Action, and will affect all opponents.

Type: Dark/SteelDark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Abilities:Defiant: (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, it's Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.Pressure: (Innate) (Locked) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.Marvel Scale: (Innate, Locked) This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).

Hyperbeem:
-Your formatting is rather odd for Monohm, it jumps to the next line like halfway through the page instead of going right across. I'm not sure if this was done on purpose or if it's just something screwy but if you could fix it that would be great.
-For all of your Pokemon the stats should be listed vertically and not in a single line like they currently are.
-Monohm should add Dragon Rage and Sonicboom to its level-up movepool. Larvitar should add Thrash. Remember that you get level-up moves up to level 25 from all generations when you get a new Pokemon; Monohm learns Dragon Rage at level 7 and Sonicboom at level 25 in Gen 4 and Larvitar learns Thrash at level 23 in Gen 4.
-All of the moves on your starting Pokemon when you first buy them need to have a (*) placed beside them in case you buy a Smeargle. Note that this is only for these moves; any moves you buy later, or moves on new Pokemon you buy, will not have stars.
-The STAB summaries for Larvitar and Staryu are outdated. Go to the Data Audit Thread, click the link for Type Bonuses, and find the new ones.
-Finally, Staryu gets three Egg Moves from Gen 2; Aurora Beam, Barrier, and Supersonic. How it got them is beyond me, but they need to be added to Staryu's movepool.

NOT APPROVED, just fix those things up then ask me or another approver to give it another look.

Jealous, APPROVED, welcome to ASB!

Le Quack, APPROVED, welcome to ASB!

Chieliee:
-Nohface is missing Scratch and Odor Sleuth from its level-up movepool. Same explanation as Hyperbeem above, you get level-up moves up to level 25 from all generations, not just Gen 5.
-Nohface needs a DC of 0/5; while it doesn't have a DW ability (technically it does, but it's just Levitate again), his evolution does, and as such you need to keep track of whether or not it is unlocked.
-I get 22.07 for Staryu's accuracy boost, which rounds down to 22%.
-Like I pointed out above, Staryu gets 3 Egg Moves from Gen 2; these need to be added and the extra 3 level-up moves you took as compensation removed. As a side note, you don't have to take the next three level-up moves as compensation for Pokemon with no Egg Moves, you can take any three level-up moves past 25. Unfortunately, that doesn't apply here.
-Hydro Pump is not a BW TM and as such needs to be replaced with one.

NOT APPROVED, fix these these then get in touch with an approver to go over it again.

Mentalist the Gallade(Move your mouse to reveal the content)Mentalist the Gallade (open)Mentalist the Gallade (close)

Gallade(*) [Mentalist] M
Nature: Docile

Types: Psychic/Fighting
Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.

Justified: (Innate) (DW) (Unlocked) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Abilities
Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)

Abilities
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Speed Boost: (Innate) (DW) (Locked) Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that occurs at the end of each round (stats other than Speed are still affected).

Siren the Lapras(Move your mouse to reveal the content)Siren the Lapras (open)Siren the Lapras (close)

Lapras <Siren> (F)
Nature: Mild

Typing: (Water/Ice)
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.

Abilities:Water Absorb: (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
Shell Armor: (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Hydration: (DW) (Innate) (Locked) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.

Blackbeard the Arghonaut(Move your mouse to reveal the content)Blackbeard the Arghonaut (open)Blackbeard the Arghonaut (close)

Arghonaut [Blackbeard] (M)
Nature: Adamant (+1 Atk, -1 Sp.A)Type: Water/FightingWater: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:Unaware: (Innate) When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.Klutz (DW): (Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off.

Skye the Vibrava(Move your mouse to reveal the content)Skye the Vibrava (open)Skye the Vibrava (close)

Vibrava [Skye] (F)
Nature: Brave (+Atk, -15% Spe, - 10 Evasion)

Type(s):

Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:
Levitate: This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
StatsHP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 70/1.15=60 speed, -10% evasion
Size Class: 2
Weight Class: 2
Base Rank Total: 14

Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Abilities:Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.

Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates. (makes Steadfast useless)

AbilitiesSwarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
Guts: (Innate)This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Moxie: (Innate) (DW) (Locked) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

Pontiac the Scratchet(Move your mouse to reveal the content)Pontiac the Scratchet (open)Pontiac the Scratchet (close)

Scratchet [Pontiac] (M)Type: Normal/Fighting
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities: Scrappy: (Innate) This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.Vital Spirit (DW): (Innate) (Locked) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.